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Topic: [Asydia] OOC: Humble Beginnings (Read 49064 times)

Ah, my lovely, lovely loot. Have you ever seen a more beautiful sight? By the way, Auxzali calls dibs on that necklet, by the way, unless its cursed or unusable by clerics or something.

And we're burying the life spheres. Unless your supposed to do something different with them. I mean, it'd be impractical to comb the entire desert to find the three people missing there spheres. SE, what would the culture of the Ouzquin Dremorix demand Auxzali to do with them?

1: bury the orbs in the ground, thus giving the deceased the proper respect and reverence they deserve. (provided it isn't dug up again)

2: Hold onto them and find their families when next you see Bareka, that they may grieve properly (probably the most 'lawful-good' way to go about it)

3: tell yourself that Axtrami knows that one must do what it takes to survive, and sell the orbs for gold! (probably not the most favourable option, and would be met with scorn should your fellow Glassmen find out.)

Just so you all know, Auxzali will make a move to stop Zelas from killing the guard if Sigurd does not. And two, how can we be sure the Dremorix who wore the three hemisa came from Bareka? The bandit doesn't know, we don't know, and there's a bunch of alternate places the fallen Ouzquin Dremorix could be buried. For all we know, they could have immigrated to Hyparica! Though Auxzali would appreciate paying them the best final respects possible, he has other things to do. And though as a player I'd like to sell them, Auxzali is voting for burying them.

Oh, and I say we loot the guards, strip them of everything (including clothes- i'm sure we can sell them for some amount of money- plus they'll be less likely to turn around and try to face us after we humiliate them so badly) and release them into the muck. Ignorance is not a crime worthy of death, as Auxzali shall argue if it falls to him to save the guard.

This strip them naked and release them assumes that the don't value their pride and/or fear Korkarr more than us. So far all they've seen has been a couple of cheap parlor tricks. Not onlythat but they aren't ignorant of crimes, by his own mouth he admitted to being a kidnapper, a murderer and a highwayman, any one of these would see him put to death in many parts of the world, even today.

Logged

For the love of meat, shut up! No one wants to hear your emo character background! My hands are literally melting away, and I'm complaining less than you!—K'seliss, Goblins

On that note, if we do execute them, I would suggest the mages don't take part (unless you have at least +2 str, and then we have an entirely different problem.) I'd hate for someone to roll a 1 on dmg and then have the bandit pass their DC11 fort save and not die. It's so messy.

Gallows humor aside, a solution to our disposing of prisoners problem. I suggest that we all pitch in to buy Nim half a dozen handcuffs. They're a bit more difficult to break out of than rope.

« Last Edit: October 29, 2013, 02:07:57 AM by Pariah »

Logged

For the love of meat, shut up! No one wants to hear your emo character background! My hands are literally melting away, and I'm complaining less than you!—K'seliss, Goblins

Both sides of the debate on whether Duxo should have to roll to disarm a trap:

Quote

EchoMirage: Pariah: actually, you can't take 10 if there's an unpleasant consequence of failure, unless you have the advanced rogue talentShadoweagle: That's bad news for Pariah, then :p He rolled a disarm attempt and a reflex save... both results did not bode well :pMurometz: Why is it always "bad news" for poor Pariah? Pariah: yeah echo, I really want to see where it says thatPariah: mainly because I can't fimd a restriction in disable device nor find this "adv rogue" talentMurometz: tell 'em P!Pariah: also, if you can't take 10 on something with potentially bad consequences, modern campaigns would have to roll to drive a car...Murometz: what do you mean by "take 10" btw?Pariah: in 3e derivatives you can just say I did my stereotypical average on a skill checkPariah: [link]Murometz: AhPariah: Disable device says rthat a failure of 5 or more causes the trap to spring but doesn't say I can't take 10; take 10 says I can't do it in combat or if I'm distractedPariah: neither of them say it can't be combinedEchoMirage: [link] the talent is thisPariah: that's because you can't take 10 during combatEchoMirage: well, as a GM I would have you roll for a trap where the boss is just behind a door EchoMirage: because this can be interpreted in various ways... When your character is not in immediate danger or distracted, you may choose to take 10.Pariah: I'm not saying having me wrong is /wrong/ just that as a PC I must protest (hence driving example)Pariah: then I had to go digging in case if I missed some weird rule somewherePariah: Anyway, never a big fan of skill focus on Disable Device, traps generally take 2d4 rounds to disable; and most locks are easy enough for a level 1 rogue to get through them on anything greater than a 5

On the bright side, if it is decided that Duxo needs to roll, it's actually SE that has to roll for me, so my 3 gets thrown out.

I'm leaning towards making a manual roll for the situation, because it's a potentially dangerous encounter with serious consequences, however if it's standard procedure to take 10 on disabling devices, then i don't mind. What's your thoughts, Val?

The rules make specific reference to taking 20 on pick lock use of disable device, which implies you cannot do so for other purposes.

I too would consider the disarming of a trap a dangerous situation, requiring a roll by the GM as specified in the skill description. If you are taking due care, perhaps the GM could award a bonus to the roll.

If it is standard procedure to allow taking 10 for disable traps, i have not found a reference. I would rule in absence of specific guidlines for requiring the roll. Traps are supposed to be dangerous.

If an attempt to disable traps is made, I will make the necessary rolls and post the result. Pariah: if you still want to disable the trap, those bad rolls you made will be disregarded, and I will roll again for you

The scrawlings on the outside of the well are in an ancient dialect of old Rabble: Zelas, being the only one with the appropriate skill, may try to decipher it, however since Nim is of Sen-Rab origin, if she chooses to aid him, he may add a +5 to the roll.

In Old Rabble, the inscription reads as follows:So dry, I thirst, and here you come along; do you have some nectar, so sweet and strong?

A taste of myne nectar so sweet and strong, 'tis all I desire in this hole in which I've dwelled so long.

Share your nectar, so sweet and strong, and I'll share my vigor that you may dance and laugh and last in lust, and sing the night-time's song.

Feed me only nectar, so sweet and strong! Or i will repay you with myne poison, if you feed me wrong.

Zelas's knowledge in arcanery allows him to deduce that the weaves of magic in this object temporarily grant an unnatural vigor and agility to those present the room when it is activated (+2 reflex bonus to ac, immunity to poisons), but it requires the correct reagent placed in the well to activate it.

More subtle are the weaves of a curse; if the wrong reagent is used, there will be a negative effect on those in the room. The nature of this curse eludes Zelas.